After pondering quite the time about the map (I will redo some parts since they don't look really good) and with the recent release of the 227g patch, I am considering moving the project as a 227g one, mainly because it has something that might be really useful for this project: Distance Lights. That's it, lights that have a radius beyond 255. So if there isn't anything like that for UT, Nature Temple might move as a 227g exclusive. If I do said switch, I could also implement other 227g-only goodies.

Shiv had an idea for one of his levels that you might try. Just build it all in 227g, and once you're done with your final lighting bake, just delete all of the distant light actors you used in the level, and the light produced by them should still be there. A bit of a hack, but it should work once you're ready to finalize the map.

LOL_PEANUTS wrote:Is the lighting really that unusable right now? I wouldn't suggest making it 227-exclusive unless there are other significant reasons for making the switch.

I'll be using pretty big "rooms" so I don't think standard lighting doesn't quite cover it. I could use ZoneLighting (as I was) but then I must use cloudy weather (ZoneLighting isn't very bright) or nighttime in all environments.

After pondering quite the time about the map (I will redo some parts since they don't look really good) and with the recent release of the 227g patch, I am considering moving the project as a 227g one, mainly because it has something that might be really useful for this project: Distance Lights. That's it, lights that have a radius beyond 255. So if there isn't anything like that for UT, Nature Temple might move as a 227g exclusive. If I do said switch, I could also implement other 227g-only goodies.